Mapping the Intersection of National Identity and Gaming Culture in the Pacific Region

Total Page:16

File Type:pdf, Size:1020Kb

Mapping the Intersection of National Identity and Gaming Culture in the Pacific Region Virtual Rivalries? Mapping the Intersection of National Identity and Gaming Culture in the Pacific Region International Studies Association 15 June – 17 June 2017 Hong Kong Timothy Kersey, Ph.D. Kennesaw State University [email protected] [Draft version; please do not cite without author’s permission] Introduction: Identity Formation in Electronically Mediated Contexts1 Since the widespread rollout of broadband internet availability in the early 2000s, the increased usage of networked communications technologies has generated a great deal of speculation and scholarship regarding potential social, political, economic, and cultural changes. Such changes emerge from the massively increased capacity for groups and individuals to communicate with each other outside and alongside of pre-existing (or ‘legacy’) forms of mediate communication. As the underlying infrastructure of communication changes (e.g. the ascendancy of smartphones), the behaviors and practices of communication change as well; commenting, retweeting, upvoting, liking, and sharing have become fundamental actions within the communications landscape structures by social media applications. Such changes in both technologies and cultural practices are commonly referred to as a shift from a mass-mediated public sphere to a networked public sphere.2 This change from mass-mediated to networked forms of communication is not simply a shift in technological applications (i.e. from television to internet), but also of different sets of organizing principles. Mass-mediated communications processes generally reflect ‘top-down’ processes through which similar messages are sent by a limited number of information producers to a mass (and presumably homogeneous) audience.3 Within this process, subject positions are relatively static: those in the audience function as consumers with little to no 1 Author’s note: This paper is a partial component of a broader work exploring relationships between contemporary political theory and forms of online communication and sociability. Developing this larger work entails a variety of conceptual and methodological challenges, some of which will be partially addressed in this paper and conference presentation. 2 Yochai Benkler, The wealth of networks : how social production transforms markets and freedom (New Haven: Yale University Press, 2006). 10-13. 3 Castells, The rise of the network society, 359. [draft version; not for citation] 1 interaction with those who produce communicative content (e.g. members of the media system).4 Networked communications, on the other hand, structure much more open and dynamic relationships, in which the subjective positions of ‘producer’ and ‘consumer’ are far less clearly defined. While the existence of such a shift is fairly unambiguous, its overall significance is the subject of great consideration within nearly all fields of the humanities and social sciences. One realm in which the significance of emerging forms of cultural interaction can be examined is that of online multiplayer gaming, or ‘gaming culture.’ Determination of an appropriate conceptualization of ‘gaming culture’ represents an academic feat unto itself.5 Regarding ‘culture,’ this project proceeds from a generic sociological- practice oriented approach wherein the primary objects of study and analysis are actual observed behaviors of agents within a particular social space. The social space of ‘gaming culture’ represents a rich, complex, and densely-layered matrix of multiple interests, identities, and activities; before looking specifically at the potential significance of nationalism within gaming culture, some discussion of the structure of the broader social space of gaming culture is necessary. Commodities and Communities Understood very broadly, the social space of gaming culture can be seen as existing at the intersection of the commercial actors and institutions within the gaming entertainment 4 Thompson refers to this as “mediated quasi-interaction” See Thompson, The Media and Modernity : A Social Theory of the Media, 81–83. 5 For a representative examination of various approaches to conceptualizing video game culture, see Shaw, “What Is Video Game Culture?” [draft version; not for citation] 2 industry and the communities of users which emerge from the diffuse base of gaming consumers. Competition amongst game developers and publishers for their share of the 109B USD (2017 estimate) global gaming market necessarily requires a fairly intense commitment to meeting the demands of gaming consumers.6 Increasingly, such demands involve providing users with expressive and creative dimensions to gaming experiences; rather than being purely solitary in nature, contemporary games become social activities through a variety of mechanisms (e.g. online multiplayer gameplay, integrated chat / discussion, streaming of gameplay, spectatorship and commentary). Not surprisingly, these commercial and expressive interests do not always align, making gaming culture a site of potential contestation. Using Yochai Benkler’s terminology, the commercial modality of the gaming industry involves firm-based production and protection of intellectual properties, while the user/community modality of the gaming industry desires social production with a more permissive approach to intellectual properties.7 One example of such conflict occurred in April 2015 when American video game development firm Valve Corporation experienced a massive backlash from its customers after making changes to its popular game distribution platform Steam and its game development utility, the Steam Workshop. Originally launched in 2011, the Steam Workshop is described by Valve as “a central hub of player-created content and tools to publish, organize, and download that content into your games.”8 Through Steam Workshop, individuals could create various modifications (i.e. mods) to Workshop- enabled games and share them with other players on Steam; mods ranged in complexity from 6 “The Global Games Market 2017 | Per Region & Segment.” 7 Benkler, The Wealth of Networks: How Social Production Transforms Markets and Freedom, 10–13. 8 “About Steam Workshop.” [draft version; not for citation] 3 adjustments in graphics (e.g. the color and texture of water) to the addition of entirely new quests or objectives. Modding proved to be extremely popular among Steam users, creating both economic and cultural/symbolic connections between Valve and the Steam user community. For most games, mods and modding tools were offered to game owners through Steam at no additional cost. Steam Workshop thus generated a mutually beneficial economic relationship; users benefitted by extending the replay value of previously purchased games, while Valve enjoyed an ever increasing share of the gaming market and a highly loyal user base. Perhaps more importantly, the creation of a free (and minimally regulated or limited) marketplace for mods signified an authentic connection to the user community. By refusing to place limits on the creativity of the user community and denying the use of mods as a mechanism for extracting additional profits, Steam Workshop represented an intense symbolic relationship between Valve and their users – one which has effectively served to legitimate Valve’s dominance of the digital gaming market.9 This symbolic relationship, however, was temporarily strained in 2015, with the announcement that Valve would integrate a payment system to the Steam Workshop, beginning with Bethesda Software’s highly popular game, Elder Scrolls V: Skyrim. Creators of mods would have the ability to sell their modifications, or continue to offer them for free; specific prices for mods would be set by developers, with revenues divided between the mod developers, Valve, and Bethesda (the owner of Skyrim’s intellectual properties). Both Bethesda and Valve 9 While exact sales figures are not available, many estimates place Valve’s share of the downloaded games market near 70%. Chiang, “The Master of Online Mayhem.” [draft version; not for citation] 4 presented this change as a means of improving the user community by rewarding individual users for their creative labors.10 11 Skyrim fans (as well as the broader Steam community), however, reacted to these changes in a negative and highly vocal manner. Across a variety of social networking and gaming-oriented news sites, Steam users debated the various problems posed by the paid mod system; in less than 24 hours after the announced changes, 34,000 users signed a petition created on change.org calling for Valve to remove the paid content option.12 Steam users expressed a range of objections to the paid mod system, many of which contained some suggestion of inconsistency between with the norms of the community. In particular, the market logic of the paid mod system was perceived as a violation of the logic of sharing and reciprocity that had emerged within the modding community.13 The intensity of such negative reactions was readily noticed by executives at Valve and Bethesda; the removal of the paid mod system was announced on April 27, just four days after its introduction. In statements regarding this abrupt change of policy, executives validated the concerns of angry users and reiterated their good intentions regarding improvements to the Steam community.14 15 This is not to suggest, however, that the entirety of gaming culture prioritizes community and reciprocity; rather, as a subset of a more broadly conceptualized ‘internet culture,’ the social space of gaming
Recommended publications
  • The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
    The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from.
    [Show full text]
  • João Pedro Brito Cício De Carvalho
    Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed.
    [Show full text]
  • {PDF EPUB} the Icarus Prediction Betting It All Has Its Price by RD
    Read Ebook {PDF EPUB} The Icarus Prediction Betting it all has its price by R.D. Gupta The Icarus Prediction: Betting it all has its price. This Novel is a work of fiction. While some of the place names and family names are real, the characters and incidents are either the product of the authors’ imaginations or are used fictitiously, and resemblance to actual persons, living or dead, businesses, companies, events or locales is entirely coincidental. Copyright © 2015 RD Gupta. All rights reserved, including the right to reproduce this book, or portions thereof, in any form. No part of this text may be reproduced, transmitted, downloaded, decompiled, reverse engineered, or stored in or introduced into any information storage and retrieval system, in any form or by any means, whether electronic or mechanical without the express written permission of the author. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage electronic piracy of copyrighted materials. so I could finish. A dull thud punched through the morning air, causing Jarrod Stryker to turn and scan the distant rooftops of the Beirut skyline. An acrid mushroom cloud rose in the distance as two F-16s emblazoned with the Star of David screamed overhead en route back to their homeland. “Quite the wake-up call,” muttered Jarrod. “Maybe we should order something from room service.” His lame attempt at humor elicited no response from his companion, who kept her eye glued to the scope mounted on the Styr sniper rifle pointed down the street.
    [Show full text]
  • Preparation of Papers for R-ICT 2007
    Use of Graph Theory in Video Game Artificial Intelligence for Promoting Replay Value Case Study: “AI Director” of Valve’s Left 4 Dead Alvin Natwiguna - 13512030 Program Studi Teknik Informatika Sekolah Teknik Elektro dan Informatika Institut Teknologi Bandung, Jl. Ganesha 10 Bandung 40132, Indonesia [email protected] Abstract—One of the main factors that makes a video game The Infected is split to two types, the Normal Infected – as a product – has a long life cycle is its replay value. Replay and the Special Infected. The Normal Infected are zombies value describes the ‘depth’ of an entertainment medium; in that attack at close range. Each has a low pool of health, this case, a video game. Besides the content of the game, one but they sometimes attack in large mobs. The Special of the main factors that influences a video game’s replay value is the system on which the video game is built upon. This Infected are zombies that have special features which paper will discuss the use of graph theory in explaining makes them quite deadly to the survivors. For example, the Valve’s Left 4 Dead artificial intelligence system – the “AI Tank has a monstrous, large body capable of taking large Director” – that promotes its replay value. amount of damage, punching cars and throwing a large chunk of rock to the survivors. It also has a deadly punch Index Terms—Artificial Intelligence, Graph, Left 4 Dead, that can incapacitate a survivor in one hit. Special Infected Replay Value. is further divided to normal and boss infected, based on how frequently they spawn, i.e.
    [Show full text]
  • Começa Vacinação De Pessoas Com Comorbidades
    ANÁPOLIS, SEXTA-FEIRA 07 DE MAIO DE 2021 ANO: 01 Nº 0.0061 22H30 PREÇO: R$ 2,50 EDITOR: ALEX PEREIRA COMEÇA VACINAÇÃO DE PESSOAS COM COMORBIDADES Prefeitura de Anápolis inicia a imunização de novos grupos a partir de hoje, 07, com a vacinação de doentes renais crônicos e Síndrome de Down (a partir de 18 anos). Veja o calendário e a listas de comorbidades incluídas nessa nova etapa. Página 2 Correios no DAIA Mais empregos em Anápolis 11 presos e 100kg de drogas Será assinado hoje, 07, no Palácio das Esmeraldas, sede do Governo de Goiás, protocolo de intenções para a instalação de uma agência dos Correios no DAIA para atendimento especializado a empresas. Página 4 Ações da Polícia Militar de Goiás tem como resultado a apreensão de drogas, armas de fogo, Vestibular UEG munições e veículos roubados durante as noites de terça (4) e tem data definida Programa do Ministério do Trabalho oferece 2.792 vagas de trabalho em quarta-feira (5). 11 foram presos. todo estado. Em Anápolis, são 306 novas oportunidades. Interessados 3 deles eram foragidos da justiça. deverão procurar unidade do Vapt-Vupt e os salários variam de R$ 1.000 a Página 16 R$ 3.500 reais. Página 13 Tecnologia Canteiro de obras contra a pandemia A Universidade Estadual de Goiás (UEG) irá realizar o Vestibular 2021/1 no próximo dia 30 de maio. A instituição informa que ainda deverá fazer uma inspeção 10 dias antes da data marca para confirmar a viabilidade sanitária para a realização do certame. Página 4 Segunda sem água Empresa anapolina se destaca Saneago irá realizar manutenção em na produção de equipamentos reservatório na próxima segunda- que são utilizados por empresas feira, 10, e as regiões atendidas em todo território nacional pelos sistemas Daia e Piancó terão para dar mais precisão à fornecimento de água afetado.
    [Show full text]
  • Naši Bližšie K Semifinále!
    Sobota 24. 6. 2017 71. ročník • číslo 145 cena 0,60 App Store pre iPad a iPhone / Google Play pre Android Kohútova opozícia Najväèší kritici Strana 8 prezidenta SZ¼H ¼upták, Gmitter a Pálffy na vèerajší kongres zostala doma neprišli... Strana 5 Superpohár pre Zlín Futbalisti Zlína sú víśazi premiérového roèníka èesko-slovenského Superpohára, v súboji aktuálnych držite¾ov národných pohárov zdolali v Uherskom Hradišti bratislavský Slovan 6:5 v penaltovom rozstrele, v riadnom hracom èase sa duel skonèil nerozhodne 1:1. Na snímke útoè- ník Slovana Hološko v súboji s Traorém. FOTO ŠPORT/ MILAN ILLÍK, Uherské Hradištì Naši bližšie Strany 18 a 19 Bolt drahší ako P – T - S k semifinále! Strany 2 – 4 Preèo najrýchlejší muž sveta Usain Bolt nikdy „Bol to jeden z najlepších výkonov tohto mužstva pod mojím vedením,“ povedal po jasnom víśazstve 3:0 nad Švédskom v posled- nebežal na Slovensku? „Jeho cena je vyššia ako celý nom skupinovom zápase na ME futbalistov do 21 rokov tréner našich mladíkov Pavel Hapal s dôvetkom, že je na nich pyšný. Po rozpoèet tohtoroèného mítingu P – T – S,“ vysvet¾uje vèerajšku sú jeho zverenci k postupu do semifinále opäś bližšie. Portugalci síce zdolali Macedónsko, ale len o dva góly (4:2), takže uznávaný atletický manažér Alfons Juck. pri rovnosti bodov (6) majú horšie skóre ako naši. Tí ešte musia vyèkaś, ako sa skonèia dnešné závereèné dva duely C-skupiny... FOTO SITA/AP FOTO TASR/MARTIN BAUMANN 2 FUTBAL sobota 24. 6. 2017 POĽSKO 21. MAJSTROVSTVÁ EURÓPY HRÁHRÁČOVČOV DO 21 ROKOV (16. – 30. júna 2017) SLOVÁCI V ZRKADLE Tradičné hodnotenie slovenských reprezentantov v škále od 1 do 10, čím vyššia známka, tým lepší výkon.
    [Show full text]
  • Game Review | the Legend of Zelda file:///Users/Denadebry/Desktop/Hpsresearch/Papersfromgreen
    Game Review | The Legend of Zelda file:///Users/denadebry/Desktop/HPSresearch/PapersFromGreen... Matt Waddell STS 145: Game Review Table of Contents: Da Game Story Line & Game-play Technical Stuff Game Design Success Endnotes In 1984 President Hiroshi Yamauchi asked apprentice game designer Sigeru Miyamoto to oversee R&D4, a new research and development team for Nintendo Co., Ltd. Miyamoto's group, Joho Kaihatsu, had one assignment: "to come up with the most imaginative video games ever." 1 On February 21, 1986, Nintendo Co., Ltd. published The Legend of Zelda (hereafter abbreviated LoZ) for the Famicom in Japan. It was Miyamoto's first autonomous attempt at game design. In July 1987, Nintendo of America published LoZ for the Nintendo Entertainment System in the United States, this time with a shiny gold cartridge. Origins: where did LoZ come from? Miyamoto admits that LoZ is partly based on Ridley Scott's movie Legend. Indeed, Miyamoto's video game shares more than just a title with Scott's 1985 production. But Miyamoto's fundamental inspiration for LoZ remains his childhood home, with its maze of rooms, sliding shoji screens, and "hallways, from which there seemed to be a medieval castle's supply of hidden rooms." 2 Story Line: a brief synopsis. In the land of Hyrule, the legend of the "Triforce" was being passed down from generation to generation; golden triangles possessing mystical powers. One day, an evil army attacked Hyrule and stole the Triforce of Power. This army was led by Gannon, the powerful Prince of Darkness. Fearing his wicked rule, Zelda, the princess of Hyrule, split the remaining Triforce of Wisdom into eight fragments and hid them throughout the land.
    [Show full text]
  • University of California Santa Cruz Learning from Games
    UNIVERSITY OF CALIFORNIA SANTA CRUZ LEARNING FROM GAMES FOR GENERATIVE PURPOSES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Adam J. Summerville June 2018 The Dissertation of Adam J. Summerville is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Santiago Ontañón Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Adam J. Summerville 2018 Table of Contents List of Figures vi List of Tables xiv Abstract xvi Dedication xvii Acknowledgments xviii 1 Introduction 1 1.1 Research Contributions ........................... 5 I Learning From Game 7 2 How Humans Understand Games 8 2.1 Human Annotation Tasks .......................... 17 2.2 Entity Persistence .............................. 17 2.3 Camera Motion ................................ 18 2.4 Room Detection ............................... 21 2.4.1 Teleportation ............................. 23 2.4.2 Traversal ............................... 25 2.5 Animation Cycles ............................... 32 2.6 Mode Dynamics ................................ 34 2.7 Conclusion .................................. 36 3 Mappy – A System for Map Extraction and Annotation via Observa- tion 37 3.1 NES Architecture and Emulation ...................... 41 3.2 Operationalizing Entity Persistence ..................... 43 3.3 Inferring Camera Motion .......................... 49 iii 3.4 Determining Room Transitions ....................... 59 3.4.1 Automatic Mapping ........................
    [Show full text]
  • PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
    UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design...................................................................................................
    [Show full text]
  • Learning Human Behavior from Observation for Gaming Applications
    University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2007 Learning Human Behavior From Observation For Gaming Applications Christopher Moriarty University of Central Florida Part of the Computer Engineering Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Moriarty, Christopher, "Learning Human Behavior From Observation For Gaming Applications" (2007). Electronic Theses and Dissertations, 2004-2019. 3269. https://stars.library.ucf.edu/etd/3269 LEARNING HUMAN BEHAVIOR FROM OBSERVATION FOR GAMING APPLICATIONS by CHRIS MORIARTY B.S. University of Central Florida, 2005 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in the School of Electrical Engineering and Computer Science in the College of Engineering and Computer Science at the University of Central Florida Orlando, Florida Summer Term 2007 © 2007 Christopher Moriarty ii ABSTRACT The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in.
    [Show full text]
  • A User's Guide to the Apocalypse
    A User's Guide to the Apocalypse [a tale of survival, identity, and personal growth] [powered by Chuubo's Marvelous Wish-Granting Engine] [Elaine “OJ” Wang] This is a preview version dating from March 28, 2017. The newest version of this document is always available from http://orngjce223.net/chuubo/A%20User%27s%20Guide %20to%20the%20Apocalypse%20unfinished.pdf. Follow https://eternity-braid.tumblr.com/ for update notices and related content. Credits/Copyright: Written by: Elaine “OJ” Wang, with some additions and excerpts from: • Ops: the original version of Chat Conventions (page ???). • mellonbread: Welcome to the Future (page ???), The Life of the Mind (page ???), and Corpseparty (page ???), as well as quotes from wagglanGimmicks, publicFunctionary, corbinaOpaleye, and orangutanFingernails. • godsgifttogrinds: The Game Must Go On (page ???). • eternalfarnham: The Azurites (page ???). Editing and layout: I dream of making someone else do it. Based on Replay Value AU of Homestuck, which was contributed to by many people, the ones whom I remember best being Alana, Bobbin, Cobb, Dove, Impern, Ishtadaal, Keleviel, Mnem, Muss, Ops, Oven, Rave, The Black Watch, Viridian, Whilim, and Zuki. Any omissions here are my own damn fault. In turn, Replay Value AU itself was based upon Sburb Glitch FAQ written by godsgifttogrinds, which in turn was based upon Homestuck by Andrew Hussie. This is a supplement for the Chuubo's Marvelous Wish-Granting Engine system, which was written by Jenna Katerin Moran. The game mechanics belong to her and are used with permission. Previous versions of this content have appeared on eternity-braid.tumblr.com, rvdrabbles.tumblr.com, and archiveofourown.org.
    [Show full text]
  • Reporting from a Video Game Industry in Transition, 2003 – 2011
    Save Point Reporting from a video game industry in transition, 2003 – 2011 Kyle Orland Carnegie Mellon University: ETC Press Pittsburgh, PA Save Point: Reporting from a video game industry in transition, 2003— 2011 by Carnegie Mellon University: ETC Press is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted. Copyright by ETC Press 2021 http://press.etc.cmu.edu/ ISBN: 9-781304-268426 (eBook) TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: The images of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) Table of Contents Introduction COMMUNITY Infinite Princesses WebGame 2.0 @TopHatProfessor Layton and the Curious Twitter Accounts Madden in the Mist Pinball Wizards: A Visual Tour of the Pinball World Championships A Zombie of a Chance: LooKing BacK at the Left 4 Dead 2 Boycott The MaKing (and UnmaKing) of a Nintendo Fanboy Alone in the StreetPass Crowd CRAFT Steel Battalion and the Future of Direct-InVolVement Games A Horse of a Different Color Sympathy for the DeVil The Slow Death of the Game OVer The Game at the End of the Bar The World in a Chain Chomp Retro-Colored Glasses Do ArKham City’s Language Critics HaVe A Right To 'Bitch'? COMMERCE Hard DriVin’, Hard Bargainin’: InVestigating Midway’s ‘Ghost Racer’ Patent Indie Game Store Holiday Rush What If? MaKing a “Bundle” off of Indie Gaming Portal Goes Potato: How ValVe And Indie DeVs Built a Meta-Game Around Portal 2’s Launch Introduction As I write this introduction in 2021, we’re just about a year away from the 50th anniVersary of Pong, the first commercially successful video game and probably the simplest point to mark the start of what we now consider “the video game industry.” That makes video games one of the newest distinct artistic mediums out there, but not exactly new anymore.
    [Show full text]